var game = new Phaser.Game(800, 600, Phaser.AUTO, '', { preload: preload, create: 
create, update: update }); 


function preload() { 
	
 game.load.image('sky', 'assets/sky.png'); 
 game.load.image('ground', 'assets/platform.png'); 
 game.load.image('star', 'assets/star.png'); 
 game.load.spritesheet('dude', 'assets/dude.png', 32, 48);
	
} 
var player;
var platforms; 
var cursors;
var stars;

var score = 0; 

var scoreText;
function create() {
	
 // A simple background for our game 
 game.add.sprite(0, 0, 'sky'); 
 // The platforms group contains the ground and the 2 ledges we can jump on 
 platforms = game.add.group(); 
 // Here we create the ground. 
 var ground = platforms.create(0, game.world.height - 64, 'ground'); 
 // Scale it to fit the width of the game (the original sprite is 400x32 in size) 
 ground.scale.setTo(2, 2); 
 // This stops it from falling away when you jump on it 
 ground.body.immovable = true; 
 // Now let's create two ledges 
 var ledge = platforms.create(400, 400, 'ground'); 
 ledge.body.immovable = true; 
 ledge = platforms.create(-150, 250, 'ground'); 
 ledge.body.immovable = true;
 
	 // The player and its settings 

 player = game.add.sprite(32, game.world.height - 150, 'dude'); 

 

 // Player physics properties. Give the little guy a slight bounce. 

 player.body.bounce.y = 0.2; 

 player.body.gravity.y = 6; 

 player.body.collideWorldBounds = true; 

 

 // Our two animations, walking left and right. 

 player.animations.add('left', [0, 1, 2, 3], 10, true); 

 player.animations.add('right', [5, 6, 7, 8], 10, true);
 
 scoreText = game.add.text(16, 16, 'score: 0', { fontSize: '32px', fill: '#000' });
 cursors = game.input.keyboard.createCursorKeys();
 
 stars = game.add.group(); 

 // Here we'll create 12 of them evenly spaced apart 

 for (var i = 0; i < 12; i++) 

 { 

 // Create a star inside of the 'stars' group 

 var star = stars.create(i * 70, 0, 'star'); 

 // Let gravity do its thing 

 star.body.gravity.y = 6; 

 // This just gives each star a slightly random bounce value 

 star.body.bounce.y = 0.7 + Math.random() * 0.2; 

 }
} 

 

function update() { 

// Collide the player and the stars with the platforms 

 game.physics.collide(player, platforms);
  game.physics.collide(stars, platforms);
 
 game.physics.overlap(player, stars, collectStar, null, this);
// Reset the players velocity (movement) 

 player.body.velocity.x = 0; 

 if (cursors.left.isDown) 

 { 

 // Move to the left 

 player.body.velocity.x = -150; 

 player.animations.play('left'); 

 } 

 else if (cursors.right.isDown) 

 { 

 // Move to the right 

 player.body.velocity.x = 150; 

 player.animations.play('right'); 

 } 

 else 

 { 

 // Stand still 

 player.animations.stop(); 

 player.frame = 4; 

 } 

 // Allow the player to jump if they are touching the ground. 

 if (cursors.up.isDown && player.body.touching.down) 

 { 

 player.body.velocity.y = -350; 

 }
}
function collectStar (player, star) { 

 

 // Removes the star from the screen 

 star.kill();
 // Removes the star from the screen 

 star.kill();
 // Add and update the score 

 score += 10; 

 scoreText.content = 'Score: ' + score;
 }